scummvm/engines/agi/view.cpp
Paweł Kołodziejski 1d3ca2e409 first phase of objectisation of agi engine
svn-id: r24808
2006-12-06 19:27:02 +00:00

383 lines
8.9 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/sprite.h"
namespace Agi {
void AgiEngine::_set_cel(vt_entry *v, int n) {
view_loop *current_vl;
view_cel *current_vc;
v->current_cel = n;
current_vl = &game.views[v->current_view].loop[v->current_loop];
/* Added by Amit Vainsencher <amitv@subdimension.com> to prevent
* crash in KQ1 -- not in the Sierra interpreter
*/
if (current_vl->num_cels == 0)
return;
if (!(v->flags & UPDATE)
&& (agiGetRelease() >= 0x3000))
return;
current_vc = &current_vl->cel[n];
v->cel_data = current_vc;
v->x_size = current_vc->width;
v->y_size = current_vc->height;
}
void AgiEngine::_set_loop(vt_entry *v, int n) {
view_loop *current_vl;
debugC(7, kDebugLevelResources, "vt entry #%d, loop = %d", v->entry, n);
/* Added to avoid crash when leaving the arcade machine in MH1
* -- not in AGI 2.917
*/
if (n >= v->num_loops)
n = 0;
v->current_loop = n;
current_vl = &game.views[v->current_view].loop[v->current_loop];
v->num_cels = current_vl->num_cels;
if (v->current_cel >= v->num_cels)
v->current_cel = 0;
if (!(v->flags & UPDATE) && (agiGetRelease() >= 0x3000))
return;
v->loop_data = &game.views[v->current_view].loop[n];
}
void AgiEngine::update_view(vt_entry *v) {
int cel, last_cel;
if (v->flags & DONTUPDATE) {
v->flags &= ~DONTUPDATE;
return;
}
cel = v->current_cel;
last_cel = v->num_cels - 1;
switch (v->cycle) {
case CYCLE_NORMAL:
if (++cel > last_cel)
cel = 0;
break;
case CYCLE_END_OF_LOOP:
if (cel < last_cel) {
debugC(5, kDebugLevelResources, "cel %d (last = %d)", cel + 1, last_cel);
if (++cel != last_cel)
break;
}
setflag(v->parm1, true);
v->flags &= ~CYCLING;
v->direction = 0;
v->cycle = CYCLE_NORMAL;
break;
case CYCLE_REV_LOOP:
if (cel) {
if (--cel)
break;
}
setflag(v->parm1, true);
v->flags &= ~CYCLING;
v->direction = 0;
v->cycle = CYCLE_NORMAL;
break;
case CYCLE_REVERSE:
if (cel == 0) {
cel = last_cel;
} else {
cel--;
}
break;
}
set_cel(v, cel);
}
/*
* Public functions
*/
/**
* Decode an AGI view resource.
* This function decodes the raw data of the specified AGI view resource
* and fills the corresponding views array element.
* @param n number of view resource to decode
*/
int AgiEngine::decode_view(int n) {
int loop, cel;
uint8 *v, *lptr;
uint16 lofs, cofs;
view_loop *vl;
view_cel *vc;
debugC(5, kDebugLevelResources, "decode_view(%d)", n);
v = game.views[n].rdata;
assert(v != NULL);
game.views[n].descr = READ_LE_UINT16(v + 3) ? (char *)(v + READ_LE_UINT16(v + 3)) : (char *)(v + 3);
/* if no loops exist, return! */
if ((game.views[n].num_loops = *(v + 2)) == 0)
return err_NoLoopsInView;
/* allocate memory for all views */
game.views[n].loop = (view_loop *)
calloc(game.views[n].num_loops, sizeof(view_loop));
if (game.views[n].loop == NULL)
return err_NotEnoughMemory;
/* decode all of the loops in this view */
lptr = v + 5; /* first loop address */
for (loop = 0; loop < game.views[n].num_loops; loop++, lptr += 2) {
lofs = READ_LE_UINT16(lptr); /* loop header offset */
vl = &game.views[n].loop[loop]; /* the loop struct */
vl->num_cels = *(v + lofs);
debugC(6, kDebugLevelResources, "view %d, num_cels = %d", n, vl->num_cels);
vl->cel = (view_cel *) calloc(vl->num_cels, sizeof(view_cel));
if (vl->cel == NULL) {
free(game.views[n].loop);
game.views[n].num_loops = 0;
return err_NotEnoughMemory;
}
/* decode the cells */
for (cel = 0; cel < vl->num_cels; cel++) {
cofs = lofs + READ_LE_UINT16(v + lofs + 1 + (cel * 2));
vc = &vl->cel[cel];
vc->width = *(v + cofs);
vc->height = *(v + cofs + 1);
vc->transparency = *(v + cofs + 2) & 0xf;
vc->mirror_loop = (*(v + cofs + 2) >> 4) & 0x7;
vc->mirror = (*(v + cofs + 2) >> 7) & 0x1;
/* skip over width/height/trans|mirror data */
cofs += 3;
vc->data = v + cofs;
/* If mirror_loop is pointing to the current loop,
* then this is the original.
*/
if (vc->mirror_loop == loop)
vc->mirror = 0;
} /* cel */
} /* loop */
return err_OK;
}
/**
* Unloads all data in a view resource
* @param n number of view resource
*/
void AgiEngine::unload_view(int n) {
int x;
debugC(5, kDebugLevelResources, "discard view %d", n);
if (~game.dir_view[n].flags & RES_LOADED)
return;
/* Rebuild sprite list, see bug #779302 */
_sprites->erase_both();
_sprites->blit_both();
_sprites->commit_both();
/* free all the loops */
for (x = 0; x < game.views[n].num_loops; x++)
free(game.views[n].loop[x].cel);
free(game.views[n].loop);
free(game.views[n].rdata);
game.dir_view[n].flags &= ~RES_LOADED;
}
/**
* Set a view table entry to use the specified cel of the current loop.
* @param v pointer to view table entry
* @param n number of cel
*/
void AgiEngine::set_cel(vt_entry *v, int n) {
assert(v->view_data != NULL);
assert(v->num_cels >= n);
_set_cel(v, n);
/* If position isn't appropriate, update it accordingly */
if (v->x_pos + v->x_size > _WIDTH) {
v->flags |= UPDATE_POS;
v->x_pos = _WIDTH - v->x_size;
}
if (v->y_pos - v->y_size + 1 < 0) {
v->flags |= UPDATE_POS;
v->y_pos = v->y_size - 1;
}
if (v->y_pos <= game.horizon && (~v->flags & IGNORE_HORIZON)) {
v->flags |= UPDATE_POS;
v->y_pos = game.horizon + 1;
}
}
/**
* Set a view table entry to use the specified loop of the current view.
* @param v pointer to view table entry
* @param n number of loop
*/
void AgiEngine::set_loop(vt_entry *v, int n) {
assert(v->view_data != NULL);
assert(v->num_loops >= n);
_set_loop(v, n);
set_cel(v, v->current_cel);
}
/**
* Set a view table entry to use the specified view resource.
* @param v pointer to view table entry
* @param n number of AGI view resource
*/
void AgiEngine::set_view(vt_entry *v, int n) {
v->view_data = &game.views[n];
v->current_view = n;
v->num_loops = v->view_data->num_loops;
set_loop(v, v->current_loop >= v->num_loops ? 0 : v->current_loop);
}
/**
* Set the view table entry as updating.
* @param v pointer to view table entry
*/
void AgiEngine::start_update(vt_entry *v) {
if (~v->flags & UPDATE) {
_sprites->erase_both();
v->flags |= UPDATE;
_sprites->blit_both();
}
}
/**
* Set the view table entry as non-updating.
* @param v pointer to view table entry
*/
void AgiEngine::stop_update(vt_entry *v) {
if (v->flags & UPDATE) {
_sprites->erase_both();
v->flags &= ~UPDATE;
_sprites->blit_both();
}
}
/* loops to use according to direction and number of loops in
* the view resource
*/
static int loop_table_2[] = {
0x04, 0x04, 0x00, 0x00, 0x00, 0x04, 0x01, 0x01, 0x01
};
static int loop_table_4[] = {
0x04, 0x03, 0x00, 0x00, 0x00, 0x02, 0x01, 0x01, 0x01
};
/**
* Update view table entries.
* This function is called at the end of each interpreter cycle
* to update the view table entries and blit the sprites.
*/
void AgiEngine::update_viewtable() {
vt_entry *v;
int i, loop;
i = 0;
for (v = game.view_table; v < &game.view_table[MAX_VIEWTABLE]; v++) {
if ((v->flags & (ANIMATED | UPDATE | DRAWN)) != (ANIMATED | UPDATE | DRAWN)) {
continue;
}
i++;
loop = 4;
if (~v->flags & FIX_LOOP) {
switch (v->num_loops) {
case 2:
case 3:
loop = loop_table_2[v->direction];
break;
case 4:
loop = loop_table_4[v->direction];
break;
default:
/* for KQ4 */
if (agiGetRelease() == 0x3086)
loop = loop_table_4[v->direction];
break;
}
}
/* AGI 2.272 (ddp, xmas) doesn't test step_time_count! */
if (loop != 4 && loop != v->current_loop) {
if (agiGetRelease() <= 0x2272 ||
v->step_time_count == 1) {
set_loop(v, loop);
}
}
if (~v->flags & CYCLING)
continue;
if (v->cycle_time_count == 0)
continue;
if (--v->cycle_time_count == 0) {
update_view(v);
v->cycle_time_count = v->cycle_time;
}
}
if (i) {
_sprites->erase_upd_sprites();
update_position();
_sprites->blit_upd_sprites();
_sprites->commit_upd_sprites();
game.view_table[0].flags &= ~(ON_WATER | ON_LAND);
}
}
bool AgiEngine::is_ego_view(const vt_entry* v) {
return v == game.view_table;
}
} // End of namespace Agi